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how to change the type of damage creature attacks use? for example, i want a deathclaw to deal fire damage only


sjohnson89

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Glad you got that stuff working. I don't have time to troubleshoot the double melee damage, though. Look up how damage is calculated and just try to look over your work, test with certain things removed, and so on.

 

Doing the copying manually is a record edit done in advance. It will take very long to do it with a lot of forms.

 

Doing it automatically will require a script. Doing it automatically at run-time will not be a record edit but if it's a big thing (like every item in the game or something, changing multiple attributes especially), probably shouldn't be done this way. This is a script you would set up in the GECK.

 

Doing it automatically in advance will require FNVEdit scripts and these will all be record edits. This is probably your best choice, but I'm afraid I can't help you with those as I've never touched them. Unless it's the same scripting language, in which case I know it quite well.

 

But I'm a little unclear on how there would be a shortcut unless you were changing a lot of stuff to to the same thing. I'd need you to clarify for me in case I have the wrong idea of what you're doing.

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it'll be about the weapons, mostly. the plan is replacing weapons that didnt exist in fo2. say i want to replace laser pistol with plasma pistol. manually i can edit laser pistol and turn it into a clone of plasma pistol. the purpose of this? so that without touching their leveled lists or containers/world places that has laser pistol, i can effectively remove laser pistol from the game and add plasma pistol to its...users? you got what i mean by users.

 

of course, if there is a different way i'd like to hear it.

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Are you trying to avoid record edits? That's the only reason I can think of that there would be a problem. I know the majority of stuff that goes into a weapon form can be edited via script at run-time, which would certainly make your mod more compatible, but as it's something of an overhaul type of mod, maybe record edits would be better here. You would have a lot of scripting to do if you're changing a huge amount of weapons, and the more you change, the worse it will be for performance. Though in most cases, that performance hit is negligible, in fairness.

 

I think FNVedit would be the fastest way to do this and I think you should just do the record edits (copy all stats/entries/flags/whatever from plasma pistol to laser pistol, change laser pistol's in-game name). My reasoning is that you honestly don't really want your mod compatible with much else. Your mod is designed to change most aspects of gameplay in order to form a cohesive vision, so if someone has a mod that would do something incompatible, that person should probably just choose one mod or the other.

 

But if you did want to do it via script at run-time, it's not impossible by any stretch.

 

An FNVEdit script would be the fastest, assuming that works (I'm almost certain it would), and that would automate the record edits and save them to your ESP.

 

Edit: So, just out of curiosity, how many weapons is this that you wish to change?

Edited by EPDGaffney
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i really like that fnvedit idea.

 

about your question, basically anything that didnt exist in fo2, except unique variants of the regular weapons and "special" weapons, like fatman or chainsaw, weapons that have a special purpose in the game. i really hate most of fnv weapons.

 

you are right about compatibility, basically it'll be a full classic overhaul.

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Well, I meant an exact number. It may give me an idea on whether or not to consider doing this via scripts in the GECK after all. When you say it this way, it sounds like a huge amount of weapons, but maybe it's not as many as I think.

 

People have very strong feelings on the weapons in this game and I honestly never understood why. To me, they're just a bunch of weapons and they're the ones I'm allowed to use. I've never installed a single weapon mod, retextures apart. I actually really like a lot of the details put into the way the guns handle, but I don't really care about the design of the weapons either way. I just use what I'm given to survive.

 

I personally think fleshing out something like this would be phenomenal, but loads of work:

https://www.nexusmods.com/newvegas/mods/43579

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hard to tell, but its more than a hundred, for sure. :/ aww that indeed sounds like a lot

 

as an ex counter strike and quake player i tend to get attached to the weapons i use. played those game semi-professionally for years. kept using the same weapons. over and over...after some point the weapons start to grow on you. you enjoy looking at the model, the effects, the textures, everything. i'm also into art and when i see a good design i just want to keep it close. or i'm just obsessed lol

 

for real though, i really like fallouts simplistic yet effective and good looking 50s art style. i guess you can say i have a crush on the weapons (and armors). i'll take my fathers laptop with me in vacation and i'll do the tedious work there.

 

i want your personal opinion about something. the author of awn said it would be op to have fallout 2 resistances (like 90% normal damage resist), and i agree. fo2 had armor piercing criticals so in the end it evens out. what can i do to balance it? i really want to keep that super tanky resistance system. i believe its helpful for the progressive nature of rpgs. that and the feeling of seeing your character getting stronger (more durable) is awesome.

Edited by sjohnson89
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Had a look at the weapons and you're right, there are heaps of them. I'd look into FNVEdit scripting. At least in that case you'll just need to change the name of each of the two weapons in the copy script whenever you need to convert a weapon, as opposed to literally everything in every form for every weapon you want to remove.

 

I seen some great-looking weapon mods but I'm always afraid they'd unbalance my game, or if they're replacers that I'd accidentally retexture them and the UV map would be different and my weapons would look funny. Of course, I could pay attention to what I'm doing but why should I have to be responsible for my actions? No thanks, I role-play as someone like that already.

 

I don't know, I suppose you could just add armour-piercing criticals. Although, do criticals not already ignore DT? I'm sure that information's available. But I need to run for now so I can't check.

 

I don't like that you can become a tank in some RPGs and always appreciated that NV didn't really do that. But if you want to and you want something to balance out the tankiness, and the armour-piercing criticals aren't enough, perhaps you could boost the critical rate or damage of all weapons or all NPCs or something, or use the different resistances to make a balance (if your armour is strong on one resistance, make it really weak on a different one).

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unfortunately criticals dont ignore dt, i tested it with hundreds of critical hits against the poor bos paladin. my mod will contain the old slayer and sniper perks so when you choose them every hit will automatically become critical hits. enemies dont have perks in fo2 though...maybe i should add some bad ass perks to unique enemies?

 

i actually really like having the option of being a true tank, but only when it requires a serious planning and setup. to achieve this tankiness in mod one would need the best armor in game (apa mk ii, and power armors will be rare and unobtainable from dead enemies) + proper perks along with the right special stats. as i said, character power comes in two different ways, offense and defense. different play styles may choose to focus on one of them, but since i'm keeping it close to the originals being a juggernaut is a must. even in fo2 where enemies had armor piercing criticals you simply shrugged off most of the damage because 1. they died too quickly 2. they had low crit chance.

 

i guess i'll find an idea, eventually...

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What's wrong with making all criticals ignore DT?

 

You should be able to make something work with this:

https://geckwiki.com/index.php/SetOnCriticalHitEventHandler

 

I would expect that handler to call the event immediately before damage, not after, so modify it however you want. If it does indeed call it after, do your maths and apply extra damage after the hit. Unless you don't want to add armour-piercing criticals of course.

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i have to pass it to an experienced modder, i have no idea to do with advanced functions like that.

 

if in game console showed me anything i know how to modify dt and dr but i doubt it would do anything here. i use refid forceav.damageresist 0 and forceav.damagethreshold 0. so they have any use here?

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